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Changes made as of 8/23/15

  • Zevia
  • 08/23/2015 09:20 AM
  • 1202 views
Been a very long time since I was able to work on Northwall, but I'm happy to say I've finally got the opportunity to pick the project back up.

For those of you who have been following this thread, you may have noticed that I frequently spoke more and more of having less time due to my job, working 11 hour days and such. It eventually got to a point that I was regularly working 14-16 hours a day, such that my life basically only had time for eating, sleeping, commuting to and from work, and being at work. We started spilling work over onto Saturdays, so I was working a 6th day each week, and when it didn't, I was sleeping most of Saturday and far too exhausted on Sunday to do just about anything. In short - I did absolutely nothing except the job.

However, good pay and benefits just aren't worth that kind of life, so I've put that behind me in favor of catching up on much-needed time with the people in my life and the various hobbies and projects I'd let fall to the wayside. Included is, of course, Northwall!

Not a whole lot of updates today, mostly bug fixes that I wanted to include for any new players. If you have already played through the project, there's not much you haven't already seen. The list of changes are below:

Bug fixes
- When the girl uses Lunar Blur, the battle message is "x uses Lupine Speed!" This has been fixed.
- Shield Wall will now properly be removed after battle.
- Varsena will now properly split from and face Suven when examining the storage capsule in Elblum regardless of where you're standing when you interact with it.
- Belzar's crystals will now properly be gone if you leave and come back.
- Added Mithran's Script Debugger to try and address random "RGS33 has stopped working" crashes that otherwise don't report any issues.
- Just before Guilt's battle in the final dungeon, Lady Celandine turns invisible when she shouldn't. This has been fixed.
- During the Belzar encounter, the power source was sometimes naturally regenerating over 100 MP. This has been fixed.
- During the Belzar encounter, the power source was sometimes not reviving crystals despite being at 100 MP with a crystal down. This has been fixed.
- In the first floor of West Silth, the lights would move with the screen instead of moving along a fixed line on the map. This has been fixed.
- A handful of states showed up in the State List that were not supposed to. This has been fixed.

Ability tweaks and balances
- Lunar Blur now removes the Immobile state in addition to its previous effects.

Enemy tweaks and balances
- During the Belzar encounter, the power source now uses an animation-less skill to show how much MP it regenerates each turn.

General

- In the cave, the forest, and Mount Flarus, the number of random encounters remaining will no longer reset if you leave the dungeon and come back. Some players would finish the boss fights, but decide to come back and explore the dungeon for puzzles or other items they missed, and having to clear out random encounters again seemed frustrating.
- If you manage to get yourself stuck in the rock-pushing puzzle in Mount Flarus, Tilana will chastise you and push a rock out of the way so you can leave the room. For the curious, here's a video demonstrating:




Here's a little teaser image of the east wing of the first part of the final dungeon, for those of you who've played through the project already. You may recall that Varsena got her own section of the dungeon to play through - Tilana gets one, as well.



Once Tilana's wing is finished, there will just be the "main wing" for the party to explore through before encountering the final boss of the game! Who could it be? There's a lot of tense feelings amongst the party, and it's still hard to say if Maestro is being honest or lying about Galarand and leading them into a trap.

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I swear you! Trapping us here was entirely not intentional, not that I wanted some quality time with you, alone, in this dark place . Cutie.
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